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J.Burke

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Everything posted by J.Burke

  1. Please let us know if this workaround worked for you. Any information we can get will help us narrow down a final solution.
  2. I'm really sorry you're having this issue OsCBinary. If you could provide me with some information, I may be able to come up with a solution for you. What is your current speaker setup? TV speakers (stereo)? 2.1? 5.1? 7.1? Also your sound settings on PS3 would be amazing. In XMB -> Scroll to Settings -> select Sound Settings Which output device are you currently using? HDMI? Optical Device? AV Multi? If using HDMI for audio output, did you use automatic or manual? If you selected manual for your original setup, please let me know what boxes are checked. If automatic, please let me know what shows up in Output Format. If you are using 2.1 or TV speakers, I'd recommend trying to click manual and checking only Linear PCM 2 CH boxes (I have Linear PCM 2 Ch 44.1 kHz and Linear PCM 2 Ch 48 KHz checked for my stereo setup at the moment).
  3. There's a chance I may have a workaround for you. This might be a shot in the dark, but try loading up your latest save and swap to a new companion and then swap back. Then progress as normal.
  4. Burke's house. You definitely have my permission regardless of what he says.
  5. That's because the Neverwinter Nights toolset is easy enough to learn. Anytime someone asks me what game they should mod to get some experience my response is always Neverwinter or New Vegas (or FO3 / Elders scroll 3-5). I hear a ton of professionals recommending people learn Unreal right off the bat. While I can't argue with the logic behind it, there's a major flaw with starting with something this ambitious. It's extremely difficult to stay motivated if you're not able to see any tangible results for a long duration of time. This is especially true if you've never made or modded a game before. For some people, being able to jump into an editor and see some sort of results within a few hours is enough to keep them motivated in a project. If you're new to game development and are not keen on the idea of modding to start, then something like RPG maker or unity is probably your best bet.
  6. WAIT WHAT? ALVIN WAS THE BOMB YO. THE BOMB. YO. You know.. He's not dead. He CAN still be the bomb!
  7. This is the part of development where I sit back and [semi-nervously] await fan reception and press reviews.
  8. Please tell me you won't do like everybody and choose the Jew class. Besides, we would need to learn more about the Thief's and the Mage's abilities. Thief and Mage are both awesome. Thief was what I picked on my last attempted play through before going gold. Not sure what I'll play as on my retail play-through.
  9. https://twitter.com/IridiumGameDev/status/402657076272308224/photo/1 For reference, here's a picture of the one i have at my desk. There are a bunch of objects on my desk that you can use as a size comparison.
  10. ​Just as a general programming question, is there any reason why you have 6 nested loops instead of combining them into a single loop? They are using the same indices and the assignment values are not dependent on previous iterations. This is probably more efficient and it is much easier to read: for (unsigned int iii = 0; iii < g_nSquaresInARow; ++iii) { for (unsigned int jjj = 0; jjj < g_nSquaresInARow; ++jjj) { for (unsigned int lll = 0; lll < g_nSquaresInARow; ++lll) { Left[iii][jjj] = cells[iii][jjj][0]; Right[iii][jjj] = cells[iii][jjj][g_nSquaresInARow - 1]; Top[iii][jjj] = cells[g_nSquaresInARow - 1][jjj][lll]; Bottom[iii][jjj] = cells[0][jjj][lll]; Front[iii][jjj] = cells[iii][0][lll]; Back[iii][jjj] = cells[iii][g_nSquaresInARow-1][lll]; } } }
  11. I'm not exactly sure what you're asking for feedback on here Also, your simulation is taking huge time steps. You're sampling 5 times per reset, which, if your purpose is to gather data, is not very many samples.
  12. They are both x86 now, but they do not share the same libraries/SDK (software development kit). They each run on their own OS as well. Playstation derives its console OSs from Linux. Microsoft derives its XBOne OS from Windows 8. While (most) gameplay logic will work across all platforms, a large number of systems have to be customized to the platform they are targeting. Most of these systems are abstracted to prevent having to rewrite the whole thing, but the lower level code has to be tailored towards the target system. Things as basic as rendering, audio, memory management, save/load, file IO, and controls will not necessarily work across platforms.
  13. So you're the one that keeps shuffling stuff on my desk. I see how it is.
  14. There is nothing wrong with what you are suggesting. If you are qualified for the position then apply. You will be "stuck" with that position for at least the duration of whatever project you are assigned to, but it is very common here for Lead QA (or any QA for that matter) to move to other departments. Off the top of my head, I've seen this happen here: QA->Producer QA->LeadQA->Producer->LeadProducer QA->LeadQA->Animator QA->Animator / cutscene Best of luck to you if you decide to apply!
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